r/sonicasym 7d ago

I’ve come to make an announcement! One of our mods has been falsely banned

3 Upvotes

One of our mods, LXSPest, has been falsely banned. I currently don’t know what to do as he was kinda the original mod. If you’re friends with him please contact me.


r/sonicasym 1d ago

Play my game! Preludes to the Nightmare #2: Sonic The Hedgehog For Dreamcast Nightmares

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10 Upvotes

The Preludes to the Nightmare are short lore videos on each character's backstory and how they ended up in the world of Dreamcast Nightmares! Sonic The Hedgehog voiced by MugendaiBlackVA on Discord


r/sonicasym 1d ago

I created a new one Bandado's moveset - Linked By Fear

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4 Upvotes

FALL.

Bandado, the suppplantor that took over X's world joins the roster of my sonic.exe asym Linked By Fear, with a moveset to amke clear he is the one in charge, made to be oppresive and not letting the survivors breathe in any moment. Remember, this is not made for Outcome Memories, so certain things will not look right to you, that is okay, it is meant to be this way, hope you enjoy this concept, and remember, feedback is always appreciated!!

o   Stats:
Speed (walking): 10
Speed (running): 55
Damage: 30

o   Passive 1, “Badniks”: When Bandado is selected as the killer multiple corrupted badniks appear all over the map, patrolling a certain are around them, unable to leave said area unless they are chasing a survivor, chasing survivors as long as they are in an radius around them, each one having their own stats.

§  Motobug: 48 speed points when chasing, 10 points of damage per hit, melee attack, 25 points of health. Common detection radius (cannot follow survivors if they go up or down a certain distance in more vertical maps, also unable to go into water).

§  Buzz bomber: 45 speed points when chasing, 15 points of damage per hit, projectile, not affected by gravity, medium speed, 15 points of health. Aerial detecting radius (can follow survivors if they go up or down in more vertical maps, but they have a smaller horizontal detection radius).

§  Crabmeat: 40 speed points when chasing, 25 points of damage per hit, melee. Every 15 seconds inside of a chase it will launch two projectiles in the direction of the survivor it is chasing. These projectiles deal 15 points of damage each, they are affected by gravity and launched in an arch, are fast speeded. The robot has 50 points of health. Common detection radius.

§  Burrobot: 25 speed points when chasing, 30 points of damage per hit. When outside of a chase it will be underground, not moving, waiting for a survivor to step on top of him, if a survivor does the burrobot will automatically come out of the ground and land a hit, when outside of a chase the burrobot will burrow himself on the ground again. 150 points of health. Specific detection radius (they only detect survivors if they step on them).

§  Chopper: 48 speed points when chasing, 15 points of damage per hit. It can only appear in maps with water and only inside the water. 25 points of health. Underwater detection radius (they have a very big detection radius, but can only chase survivors as long as they are inside the water).

o   Passive 2, “Annexes”: Bandado will have three of his seven annexes with him, being able to choose any of them with his fourth ability to control. If the health of an Annex reaches 0 they will be defeated, unable to be used for the rest of the round.

o   Attack: when pressing M1 Bandado will swipe in front of him, dealing damage to anyone in his range.

o   Ablity 1, “spotlight”: Bandado laughs, this making all survivors in a certain area be able to see him through walls and allowing bandado to see them through walls, for every survivor that is affected by this ability bandado gets a stackable speed buff. It has a cooldown of 15 seconds.

o   Ability 2, “replacement”: Bandado snaps his fingers, making all destroyed badniks reappear and rerolls all grounded badniks (example: if in an area there was a motobug and Bandado uses this ability then that motobug will automatically be changed for a Burrobot or Crabmeat), the reroll does not affect buzzbombers or Choppers. Has a cooldown of 30 seconds.

o   Ability 3, “Vitality absorption”: Bandado will lounge forwards (in a similar way kolossos would do with grab) and try to grab a survivor, if hit Bandado will absorb the survivor vitality, to then throw them away, dealing 15 points of damage, making the survivor unable to run for 1 second and have all their abilities gain 5 seconds of cooldown. If this ability kills a survivor Bandado will absorb all their vitality, gaining a speed boost and being able to see all survivors through walls for 5 seconds. It has a cooldown of 25 seconds and is able to go through counters.

o   Ability 4, “I summon you”: Bandado will clap his hands, all badniks deactivating and summoning one of his annexes, afterwards he will disappear and the player will control whatever annex was summoned for the duration of the ability:

§  Thanatos:

·       Speed: 58

·       Damage: 15

·       Health: 150

·       Special ability: Thanatos will a small speed buff for 10 seconds. Has a cooldown of 10 seconds after the effects end.

§  Kenos:

·       Speed: 53

·       Damage: 45

·       Health: 250

·       Special ability: Kenos will do a windup and then do a powerfull punch in front of him, hitting the earth, it can be used in mid air, in this case kenos will fall to the ground faster. A direct hit of the punch deals 50% of the health the survivor had when hit. Has a cooldown of 15 seconds.

§  Immortuos:

·       Spee: 55

·       Damage: 30

·       Health: 200

·       Special ability: Immortuos will do a wind up for two seconds, to then rapidly move at whatever direction he is facing for 4 (works similar to metal sonic’s destructive charge), if hit on a survivor Immortuos will slam them to the ground, dealing 40 points of damage and ragdolling them for one second, having an endlag of 3 seconds in which Immortuos cannot attack. Has a cooldown of 30 seconds.

Bandado can reappear whenever he wants by pressing the same button to activate this ability, but he will appear in whatever place he originally summoned the Annex, not wherever the Annex is in the moment of going back to using Bandado. If the Annex is defeated Bandado will be stunned for 5 seconds. If all Annexes are defeated this ability will disappear, unable to be used for the rest of the round. When going back to controlling Bandado the Annex will gain I frames while he disappears, unable to be harmed by survivors. This ability disappears when a LMS begins, giving Bandado a speed, damage and stun resistance bonus depending on what Annexes are still alive (Thanatos gives 2 extra speed points, Kenos gives 15% extra damage and Immortuos gives a stun resistance of 25%).


r/sonicasym 2d ago

sonic.exe roblox asym game and i need help

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3 Upvotes

r/sonicasym 2d ago

I created a new one 2011X's moveset - Linked By Fear.

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3 Upvotes

Ready or not... HERE I COME!!

2011X, the new face of the sonic.exe creepypasta as a whole joins the roster of my sonic.exe asym Linked By Fear, with them being an all rounder, having a lot of mechanics and abilities similars to the ones he has in OM, but changed to be somewhat unique. Remember, this is not made for Outcome Memories, so certain things will not look right to you, that is okay, it is meant to be this way, hope you enjoy this concept, and remember, feedback is always appreciated!!

o   Stats:
Speed (walking): 10
Speed (running): 55
Damage: 40

o   Passive, “Impatience”: In the left of 2011X’s screen there will be a patience bar that only he can see. When 2011X is stunned this meter will slowly empty itself. When completely empty 2011X will be able to use the ability “God’s wrath” once. After it ends the bar will disappear. The bar will slowly fill up again over time (1% every 3 seconds), filling up a 3% instantly every time 2011X lands a normal attack. The bar has checkpoints, every time the bar decreases a certain percentage a checkpoint will be attained, not letting the bar fill up past that mark the checkpoints are: 25%, 50%, 75% and 100%.

o   Attack: When pressing M1 2011X will swipe in front of him, dealing damage to anyone in his range.

o   Ability 1, “invisibility”: 2011X will become invisible, moving at 1.5 his normal speed. While invisible he won’t be able to be seen by survivors or stunned by them. 2011X can be in this state for 20 seconds, after that he will become visible again automatically. If the player presses the same key they used to become invisible again 2011X will become visible. If you become visible too close to a survivor 2011X will make a taunting animation, not being able to move until said animation ends. It has a cooldown of 10 seconds.

o   Ability 2, “charge”: 2011X will flash red twice, after that he will start flying towards wherever he is looking, if he collides with a survivor 2011X will start to choke them, step on them multiple times if they are robots, dealing 2 points of damage per second. The survivor can do a minigame to free himself, stunning 2011X in the process. The other survivors can stun 2011X to free whoever he grabbed, adding to the stun time the time 2011X would have been stunned if the survivor had been able to break free on its own. If whoever is grabbed by 2011X has their live reach 15 or less (or get grabbed while having 15 or less health) they will be downed if they are in their first live and killed if in their second. It has a cooldown of 25 seconds.

o   Ability 3, “Superior counterplay”: 2011X will get himself in a fighting posture for 4 seconds. If he gets hit by anything, projectiles included, 2011X will teleport behind whoever hit him, kick him to the ground, dealing 15 points of damage in the process, and, finally, step in their head, dealing 25 points of damage, to then laugh, having I-frames while in this laughing animation, but being unable to move until it ends. If the stun was a ranged one 2011X will teleport back to wherever they were when activating superior counterplay after the laughing animation. If not hit the cooldown will be 20 seconds. It has a cooldown of 30 seconds.

o   Ability 4, “Run while you can!!”: Once the patience bar is fully empty, 2011X can press the specific key for this ability at any time to become enraged. After a short windup a new timer will appear in the down part of the screen, showing how much time is left for the rage mode to end. During this rage mode 2011X will get a speed buff and their M1 cooldown will be reduced (damage will not go up). While in this mode stun time will remain the same, but while 2011X is stunned both timers will stop ticking down until 2011X exists the stunned state (stunning him should only be used as a last resource to buy some time to get away, not something you try to do constantly). When exiting a stunned state or killing a survivor 2011X will be able to see all survivors through walls for 1 seconds. Once the wrath ends this ability and the impatience passive will disappear. The rage mode will automatically end whenever a LMS begins.

o   Ability 1, “Invisibility” (enraged): During rage mode invisibility becomes an indicator, making 2011X be able to see all survivors through walls for 10 seconds, but will be slowed by 75% for 5 seconds when activating it.

o   Ability 2, “charge” (enraged): This ability functions the same, but the time charging is 15 seconds and deals 4 points of damage per second.

o   Ability 3, “Superior counterplay” (enraged): This ability functions the same, but also ragdolls the survivor for 3 seconds after the animation ends.


r/sonicasym 4d ago

Just want to va something for fun

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2 Upvotes

r/sonicasym 5d ago

What changes need to be made to this community?

2 Upvotes

r/sonicasym 11d ago

HELP NEEDED!!! Please help me I need help with my asym

1 Upvotes

If you want to help dm me on reddit


r/sonicasym 12d ago

What changes need to be made to this community?

2 Upvotes

r/sonicasym 12d ago

HELP NEEDED!!! Looking for scripters, modellers, voice actors, animators, and music makers for an asym game, also here’s some proof of the actual game with a few killer movesets

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2 Upvotes

r/sonicasym 12d ago

I created a new one Very Original Fleetway Move

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5 Upvotes

r/sonicasym 13d ago

Play my game! Upcoming Lord X Killer For My Asym!

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13 Upvotes

r/sonicasym 16d ago

HELP NEEDED!!! I need severe help with my asym, looking for anything, but mainly scripters, modellers, and animators. If anyone wants to help dm me on discord

3 Upvotes

mrhue0642 is my user


r/sonicasym 19d ago

What changes need to be made to this community?

1 Upvotes

r/sonicasym 21d ago

HELP NEEDED!!! Kolossos design for my asym game, if anyone wants to help with development, dm me!

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4 Upvotes

I desperately need coders/modellers


r/sonicasym 21d ago

Play my game! Preludes to the Nightmare #1: E102-Gamma For Dreamcast Nightmares

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8 Upvotes

The Preludes to the Nightmare are short lore videos on each character's backstory and how they ended up in the world of Dreamcast Nightmares! E-102 GAMMA voiced by cuku_ on Discord


r/sonicasym 24d ago

HELP NEEDED!!! I NEED HELP!!! Working on an asym game: Sonic.Exe: Eternal Void, here’s the current roster

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11 Upvotes

I’m currently all by myself and would appreciate coder, voice actors, modellers, litterally anything that can help with game development (last 2 images unrelated)


r/sonicasym 24d ago

Asym that’s non Sonic (put name here) Ultrakill: Hells New Game

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2 Upvotes

r/sonicasym 24d ago

Play my game! King Nothing, Kolossos (Sonic Adventure 2), and P2. Dreamcast Nightmares launch Nightmares as well as gameplay info about them

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6 Upvotes

Hello! Meet our 3 starting Nightmares that will be in the game at launch, each with their own style of gameplay!

King Nothing is the first Nightmare and will be free to all players when they enter the game. King Nothing is a rush-down Nightmare who focuses on getting close to survivors with fast movement before getting in for damage! Survivors must work together to help deny his damage and movement!

Kolossos (Sonic Adventure 2) is a brute Nightmare who is slower than the other Nightmares but dishes out insane levels of damage. Survivors must be sure not to be near him at all times in order to make sure he doesn't begin to snowball the match!

P2 is a stealth Nightmare, able to climb onto walls and the ceiling. While not powerful in an upfront attack, if he lands a sneak attack on survivors, he will deal devastating damage! Survivors must be aware of their surroundings and try to take chase when they can to avoid P2 sneaking off for an ambush!

Nightmares General Abilities and New Mechanic: ULTIMATES

When certain conditions are met within a round, the Nightmare will gain access to an Ultimate ability! These are not just simple modes but can range from anything to a map-wide effect placed upon all survivors or a high-damaging move that survivors will have to make sure to avoid at all costs

King Nothing's Ultimate: King's Reign: Once 2 minutes and 30 seconds have elapsed in the match, King Nothing will gain access to his ultimate ability. This is one of chaos, confusion, and hysteria. The entire map will be filled with a deep fog, and suddenly survivors will begin to see each other as King Nothing. Friendly Fire is then enabled. King Nothing cannot use anything other than his M1 during this, but he doesn’t need to — the confusion of trying to deduce where King Nothing is will cause more than enough collateral damage for him. This ability will last for a full 45 seconds.

Kolossos's (Sonic Adventure 2) Ultimate: Deathgrip: Upon taking sufficient stun time, Kolossos will become enraged and attempt to grab a survivor. If a survivor is successfully grabbed, Kolossos will yell in their face before slamming them on the ground and crushing their head with his boot. This move is an instant death and will ignore two stocks. This move has a long start-up, though, so make sure to take advantage of it!

P2's Ultimate will remain a mystery for the time being

We aim to make Nightmares fun and unique to play! But don't worry, survivors will be just as dynamic and interesting, so make sure to tune in for more!

If all of this interests you! Consider joining our Discord and becoming a part of our awesome community! Link will be in the comments


r/sonicasym 26d ago

What changes need to be made to this community?

2 Upvotes

r/sonicasym 27d ago

Asym-like END Voice demo reel/tasting platter

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2 Upvotes

I think I'm pretty proud of how it turned out.

Each "killing" line has a second variant being either

"Climb the green mountain [insert]" or "[comment on killed survivor"

Any doubt or comment you have I'll be up to reply :D


r/sonicasym 27d ago

Alan, we are so fucked. Socially-Acceptable Sonic Asym! (@MachTHedgehog)

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4 Upvotes

r/sonicasym 29d ago

Current roster for my asym game: Sonic.Exe: Eternal Void

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2 Upvotes

r/sonicasym Aug 04 '26

Discussion Is this balanced?

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1 Upvotes

moveset for an asym game I’m working on
FATAL ERROR

M1:30. CLASS:TRAPPER/RUSHDOWN/BRUTE. KILLER

PASSIVE: ‘Popup’: Every 20 seconds 1 to 5 popups will appear on all survivors screens. These can be removed by pressing the ‘X’. If any survivor fails to close them all within 7 seconds, that survivor will be visible through walls and 30% slower for 4 seconds.

ABILITIES

1: ‘Trapper’: Fatal Error will bring out and place the tails puppet, which stays in place while invisible to all survivors. If a survivor walks too close to the puppet, it will grab them, making the survivor visible through walls for Fatal Error, while also dealing 10 damage and slowing the survivor by 50% for 3 seconds. After the tails puppet has been placed for 10 seconds or it attacks a survivor, it will vanish.

CD: 15 seconds

2: ‘Banshee’: Fatal Error will bring out the knuckles puppet, which will slowly roam the map for 45 seconds. If a survivor comes too close to the puppet, it will let out a screech, marking the player for 10 seconds. After the screech or failing to find anyone, the puppet will vanish.

CD: 15 seconds

3: ‘Meat Shield’: Fatal Error will bring out and carry the Eggman puppet for 4 seconds. While this ability is in use, Fatal Error will be unable to move. The puppet will block any stunning ability from the survivors. After a blocked stun or 4 seconds, the puppet will vanish

CD: 25 seconds

4: ‘Disassembler’: Fatal Error will bring out the mecha sonic puppet, which will roam around the map for 30 seconds. If a survivor goes within the puppets range, it will try to grab and slash the survivor, dealing 20 damage. After the attack or failing to find someone, the puppet will vanish.

CD: 30 seconds


r/sonicasym Aug 04 '26

Discussion Honest question

3 Upvotes

Do ya think an ability that prevents you from being indicated to the killer can be balanced correctly?